1. Notes

VSS

Themes

Isolation- Drive time from either city is two hours not counting on traffic and weather. The Cearn’s in both cities are available for moon bridges but the high Wyld interference makes it dangerous. Especially when the weather turns cold and encloses the city and access to the dearn itself. The players should feel like back up is available but neither quickly or cheap. 

Wonder- There is something hidden and very special about Breckenridge if the players are willing to look for it.

Freedom- The players all represent packless Garou who are very pack orientated. Here away from most others do not have to keep up the traditional Tribal/Pack/Cities values and views from peer pressure.  

D.I.Y.- Do it yourself, out here there aren't the elders telling them what to do. They can run the Cearn the way they want to but they alone are responsible for all triumphs and failures.

Style guide 1 (low) - 5 (very high)

Action:(combat and challenges) 3, I woul;d like to see challenges of physical activities such as running, powerlifting, beer drinking, wrestlings etc instead of tooth and claw over most mundane things. Mental challenges of riddles or games like poker or what have you. Lots of staredowns. Challenges should be often and easy to know exactly where everyone falls in the pack hierarchy.

Character Development: (personal dilemmas and choices) 5, it not what the players do but why they do it. Its easy to give into cold blooded murder or attain great power easy at the cost of their very souls.. How far are they willing to go before they become monsters themselves? Who they were isnt as important as how they grow and change as individuals into a pack

Darkness: (Corruption, Fear and Horror) 3, The greatest trick the devil ever pulled was making mankind he didn't exist,  now that the veil has been pulled from their eyes the characters should see a gothic punk background where ancient evil has mankind in a chokehold. It's been inching into their lives unknowingly for centuries and ready to make some power moves. 

Drama:(Ceremony and Grand Story) 1, I see more of a summer action blockbuster than a slow moving court drama. There are plenty of opportunity for the players to join in on ceremonies if they choose to,

Intrigue: (politics & Negotiations) 2, there will be plenty of sides to chooses from but how much interaction is up to the players. There are hard party lines in the cities the players can join. Everyone is willing to pay for work but is it worth it? How bad do the players want/need it?

Manners: (Social etiquette and peer pressure)  4, I see most drama coming from within the group on how to perceive enemies, how to deal with them and each other as they grow into power and make alliances

Mystery: (Enigmas and & Investigation) 3, Small towns hold big secrets! The burbs seem boring and peaceful but old wounds are infected and weeping pus if you know where to look

PC Death (How often is present) 1, I will not try to kill any player outright however I will present enemies that should be challenging to defeat to up the ante at their power level. Death could easily happen fighting any monster because well they are predators duh. 

Pacing (how quickly do stories start, develop, and come to a end) 3, should be something someone should be dealing with every game to move the story along. Every game should focus on a few players having more of a spotlight on their plots as motivating the next plot point in someone else's bigger  plot.

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